Hi KE et al
Ahh, you're a firm but cruel drill sergeant, making your men dislocate their shoulders just so they reverse their arms and pretend to be The Queens Own Left Handed Regiment :laugh4: :laugh4: - specialists in guarding the left flank!!:laugh4: :laugh4: . My guess is that you've misplaced the axes conversion x*-1 somewhere.Quote:
Originally Posted by KnightErrant
Nope, been playing with this, no_animdb is not available in the retail version so we'll have to pack. With the skel name and folder conflicts, my thoughts are that the skeleton names are just handles so if we modify them by the additon of "_skl" and consistently use this across all the relevant files (modeldb,etc) it should take away this bugbearQuote:
Originally Posted by KnightErrant
The retail game seems to just run off the idx/dat files, unless the file name and folder conflicts are causing the game to crashQuote:
Originally Posted by KnightErrant
Agreed, it's not too much of a price to payQuote:
Originally Posted by KnightErrant
If you have a look at the calls to the skeletons in modeldb just the normal name is used, if they were it would have to be hardcoded but it doesn't help us with name and folder conflicts.Quote:
Originally Posted by KnightErrant
Once I lash myself into a frenzy of documentation completion (hardest part for me) for the RTW CAS to M2TW converter, I'll go back and have another look at the animation files and tie down the loose ends.Quote:
Originally Posted by KnightErrant
I'm pretty sure that we can modify skeletons adding, moving and rescaling bones as long as we remember tha the engine is looking for various flags for animation ie bone_Rhand, saddle, etcQuote:
Originally Posted by KnightErrant
Cheers
GrumpyOldMan